Wilhelmus ex Merinita

Wilhelmus ex Merinita (Ranneko)

Location: Covenant
Male, Age 26 (Autumn 1221)

Int +3 Per +1 Pre +1 Com +2 Str -1 Stm -1 Dex -1 Qik -1

Confidence 1 (3)
Personality Traits: Mercurial +3, Honest -2, Reliable -3

Virtues & Flaws

The Gift ( 0)
Hermetic Magus ( 0)
Faerie Magic ( 0; Attuned to both Magic and Faerie auras. May use Road range, Bargain/Fire/Until/Year+1 durations, and Bloodline target.)
Strong Faerie Blood (Dwarf) ( +3; Start aging at 50 and with -3 on Aging rolls. Gain Second Sight and can see normally in darkness, but your eyes are an unusual and vivid color (amethyst). May increase faerie sympathy traits to Warping + 3. Dwarf: +1 to all Craft skills. Smooth skin like polished stone.)
Deft Terram ( +1; May cast Terram spells without words or gestures at no penalty)
Free Study ( +1; +3 on all rolls to study from raw vis)
Puissant Terram ( +1; +3 to Terram totals)
Student of Faerie ( +1; +2 to all uses of Faerie Lore)
Chaotic Magic ( -3; When casting a spontaneous spell, specify a desired level of effect, including Penetration. If the end result differs by more than one level from the target, the spell works, but is beyond your control – the storyguide determines the result.)
Plagued by Faerie ( -3; A faerie interferes with your life on a fairly regular basis.)
Faerie Upbringing ( -1; You were raised by faeries. While this gives you a good understanding of them, you find human society, especially religion, bizarre.)

Abilities

Area Lore: Rhine Gorge () (1) Artes Liberales (rhetoric) 1 Craft: Sculptor () (2)
Charm (gaining trust) 2 Faerie Lore (earth fae) 3+2 (4) Folk Ken (what people will believe) 2
Guile (sustained lies) 5 Language: (Native) (faeries) 5 Language: Latin (Hermetic terms) 4
Magic Theory (Terram) 3 Order of Hermes Lore () (1) Parma Magica (Terram) 1
Penetration (Terram) 2 Second Sight (faeries) 1

Hermetic Arts

Techniques Creo 5 Intellego 3 (1) Muto 5 Perdo 5 Rego 5
Forms Animal 0 Aquam 0 Auram 0 Corpus 1 Herbam 0
Ignem 0 Imaginem 0 Mentem 1 Terram 10+3 Vim 6

Load: 0
Encumbrance 0

Attack Skl Init Atk Dfn Dam Load Rng
Dodge 0 -1 n/a -1 n/a

Soak -1, Size 0

Armor Prot Load Notes
Wizard Robes 0 0
Load Item Notes
0 Vis: 2 He (golden apples), 2 Vi (misc forms)

Spells

Crystal Dart, The Mu(Re)Te 10 (+17) R: Voice, D: Mom, T: Ind
A 10-inch crystalline dart rises from the ground at your feet and flies off to strike the target for +10 damage.
Earth that Breaks No More MuTe 20 (+17) R: Touch, D: Sun, T: Part
Turns up to 100 cubic paces of packed dirt to stone.
Earth's Carbuncle, The Re(Mu)Te 15 (+17) R: Voice, D: Mom, T: Part
A one-pace diameter circle of ground turns to jagged shards of stone, which then explode from the surface. Anyone standing on the circle is thrown into the air and hit by flying debris for +10 damage.
Hands of the Grasping Earth Re(Mu)Te 15 (+17) R: Voice, D: Diam, T: Part
Hands rise from the earth and grab the target's ankles. Breaking free requires a Strength roll of 15+ (make a Fatigue roll for each attempt). Each hand has +25 Soak (double damage from hacking weapons) and can be destroyed by a single Light Wound.
Obliteration of the Metallic Barrier Pe(Re)Te 20 (+17) R: Touch, D: Mom, T: Ind
Shatters a metal or stone barrier up to a foot thick. Flying fragments cause +10 damage to anyone within 1 pace on the opposite side from you.
Rock of Viscid Clay MuTe 15 (+17) R: Touch, D: Sun, T: Part
Softens rock to the point that it can be worked or shaped like clay and makes it slightly sticky. Affects a sphere approximately one pace in diameter.
Wall of Protecting Stone CrTe 25 (+17) R: Voice, D: Sun, T: Ind
Creates a granite wall up to 25 paces wide, 4 paces high, and 1 pace thick. While the wall is as durable as granite, it can be toppled if not connected to appropriate support.

Wilhelmus ex Merinita

Sauerthalus Saga nDervish